505 lines
16 KiB
TeX
505 lines
16 KiB
TeX
\documentclass[11pt]{wbzine}
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%packages
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\usepackage{lipsum}
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\usepackage[utf8]{inputenc}
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\usepackage[T1]{fontenc}
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\usepackage[ngerman]{babel}
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\usepackage{coelacanth}
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\usepackage{pdfpages}
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% needed for phf session form article
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\usepackage{fourier-orns}
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\usepackage{wasysym}
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\newcommand{\monster}{\textxswup}
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\newcommand{\torch}{\sun}
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\newcommand{\lantern}{\CIRCLE}
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\setlength{\leftmargini}{1em}
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\begin{document}
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\includepdf{Frontcover.pdf}
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\shipout\null
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\addtocounter{page}{-1}
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{\bfseries\fontsize{70}{55}
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\selectfont Grenzland \par}%
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\hrulefill
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Nummer 2, April 2023
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\tableofcontents
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\begin{multicols}{2}
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\section{Vorwärts!}
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Hier das Vorwort. Aber erst wenn alles andere fertig ist ...
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\by{lkh}
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\section{Was wird gespielt?}
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Hier finden sich Infos und Beschreibungen zu den Spielen die aktuell
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im Dunstkreis des Grenzlandes gespielt werden.
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\subsection{Ein offener Tisch mit Mehrpersonenspielleitung}
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Ein “offener Tisch” ist ein Organisationsform für Pen-\&-Paper-Rollenspiele.
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Für die Montagsspiele auf dem Grenzland Server ist jede Spielleiterin
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und jeder Spielleiter für eine eigene Gegend zuständig: Alex leitet die
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Steinhölle (Stonehell) und die Riesigen Riesen (die Region nördlich vom
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Startdorf), Peter leitet das Hügelgräberlabyrinth (Barrowmaze) und
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Frotz leitet die Wurfmesserküste (The Flying Dagger Coast, die Region
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östlich vom Startdorf). Alle verwenden die gleichen Spielercharaktere,
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das gleiche Setting und die gleichen Regeln.
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Die Spielercharaktere befinden sich an einem “sicheren” Ort, meistens dem
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Startdorf. Spielerinnen und Spieler können ihre Charaktere zu jedem
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Spiel mitnehmen. Zu beachten ist nur, dass die Zeit genau gleich wie in
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der Realität verstreicht: Wenn ein Charakter im Spiel eine Woche auf
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Reise ist, oder sich erholen muss, dann steht der Charakter entsprechen
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lange nicht zur Verfügung.
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Die Spielerinnen und Spieler spielen in wechselnder Zusammensetzung. Wenn am
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nächsten Termin ein Platz frei wird, kann eine andere Person mit ihrem
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eigenem Charakter einspringen: die Gruppenmitglieder sind nicht fix und
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im Spiel probieren wir das so zu handhaben, dass jeder Spielabend eine
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Expedition ist, die wieder in einer sicheren Gegend endet, so dass es
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auch einigermassen plausibel ist, wenn sich die Zusammensetzung der
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Gruppe ändert.
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\textbf{Titel:} Steinhölle (Stonehell Dungeon)
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\textbf{Referee}: Alex
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\textbf{Zahlen}: siehe Beschreibung
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\textbf{Mitspielen?}: Anmeldung im Kanal \#montag auf dem Grenzland
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Discord-Server
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\textbf{Beschreibung}: Alex leitet den Stonehell Dungeon von
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\textit{Michael Curtis}. Das ist ein Dungeon in zwei Büchern über 10
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Ebenen, jede Ebene besteht aus 4 Quadranten und jeder
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Quadrant hat etwa 40 Räume. Zudem gibt es an der Oberfläche
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noch zwei Quadranten mit einer alten Torhaus, ein paar
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Höhlen und kleinen Komplexen. Auf den ersten Blick sieht die
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Oberfläche sehr nach den “Caves of Chaos” (aus B2: Die Festung im
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Grenzland\footnote{Die Chaoshöhlen sind so manchem
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Grenzländer gut bekannt. Sie waren der Ausgangspunkt für die
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gleichnamige Grenzland-Kampagne, die diesem Zine, und
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unserem Discord-Server den Namen gaben (Anm. d. Red.)}) aus.
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Aktueller Stand: Die Spielerinnen und Spieler haben die
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beiden Quadranten der Oberfläche und drei Quadranten der
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ersten Ebene betreten. Bleiben noch 37 Quadranten zu
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erforschen.
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Bisher hat man Orks und Banditen bedroht, verprügelt und
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ausgeraubt; sich mit Ghulen angelegt; einen Bär, einen Puma
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und einen Riesengecko erschlagen, einen anderen Riesengecko
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regelmässig gefüttert; ist an Schlangengift und Spinnengift
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gestorben oder ist erstochen worden; hat Fallen entschärft,
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Diebe bezaubert, grünen Schleim gefunden, ist Stufe
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gestiegen, hat einen Hobgoblin Aussenposten übernommen und
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gesichert…
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Wir spielen aus Rücksicht auf Frühaufsteher und Kinder von
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20:15 bis 22:00, deswegen muss es recht zügig gehen. Die
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erfahrenen Spielerinnen und Spieler machen entsprechend
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etwas mehr Druck, da sie genau wissen, dass wir nur wenig
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Zeit haben. Dafür passiert auch vieles und es ist auch
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gefährlich, auch wenn bis jetzt erst drei Charaktere in der
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Steinhölle gestorben sind. So bleibt für Stimmungsspiel und
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Taschenlampenfallenlassen nicht viel Zeit. Beispielsweise
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wird nicht ausgespielt, wie im Ort eingekauft wird und
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Spielercharaktere machen nur selten absichtlich Dummheiten
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im Dungeon, weil den meisten von uns die Angst im Nacken
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sitzt.
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Die aktuelle Spielerzahl ist etwas schwer zubestimmen, da
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die gleichen Spielercharaktere auf für Expeditionen ins
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Hügelgräberlabyrinth (Barrowmaze), an die Wurfmesserküste
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und in die Riesigen Riesen verwendet werden. Die Charaktere
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der inaktiven Spielerinnen und Spieler werden wieder
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freigegeben, so das sicher drei Spielerinnen und Spieler aus
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der Liste wieder verschunden sind. Im Moment stehen zwanzig
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aktive Spielerinnen und Spieler mit mindestens einem
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Charakter auf der Liste. Hierzu muss man allerdings sagen,
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dass zwar “aktiv” sind, weil sie in den letzten Wochen
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mitgespielt haben, es für einige allerdings auch ihr erstes
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und einziges Mal war.
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Für eine Anmeldung muss sich auf dem Grenzland Server im
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\#montag Kanal melden.
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\by{Alex}
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\section{Mini-Game: Salt'n'Tar}
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These rules for sailed movement on gaming tables are inspired by the
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1968 3M Game \emph{Regatta}. Numbers are adjusted to work well with the
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original fantasy role-playing games of the 1970's: speed is always given
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in tabletop inches (``).
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\subsection{Initial Wind strength and
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direction}
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On a playing surface without a grid, or a square grid, use 8 points of
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wind directions: 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 =
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South, 6 = Southwest, 7 = West, 8 = Northwest,
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on a hexagonal grid, use 6 points of wind directions, if hexagons are
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aligned vertically: 1 = North, 2 = Northeast, 3 = Southeast, 4 = South,
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5 = Southwest, 6 = Northwest,
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or, if hexagons are aligned horizontally: 1 = Northwest, 2 = Northeast,
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3 = East, 4 = Southeast, 5 = Southwest, 6 = West
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Thus, the initial Wind Direction may be diced for with a d6 or d8.
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The initial Wind Speed may be determined by rolling on this table:
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Wind Speed (WS) \\
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1 & Wind Speed = 1 (light breeze) \\
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2 & Wind Speed = 1 \\
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3 & Wind Speed = 2 (moderate breeze) \\
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4 & Wind Speed = 2 \\
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5 & Wind Speed = 3 (strong breeze) \\
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6 & Wind Speed = 3 \\
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\end{tabularx}
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\subsection{Ship types}
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\subsubsection{Large Galley}
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A Trireme or Quadrireme, ships with three to four rowing benches and
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probably more then one lateen rigged mast:
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 9 \\
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Broad Reaching & 10 \\
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Quarter Reaching & 8 \\
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Beating & 3 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Small Galley}
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A Bireme or smaller, ships with one or two rowing benches and a single
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lateen rigged mast.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 8 \\
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Broad Reaching & 9 \\
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Quarter Reaching & 7 \\
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Beating & 2 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Viking Longship}
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A fast square rigged sailer, one mast:
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 11 \\
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Broad Reaching & 12 \\
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Quarter Reaching & 9 \\
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Beating & 4 \\
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Backing & 2 (backwards) \\
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\end{tabularx}
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\subsubsection{Large Merchant}
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A square rigged trading vessel with full lines and two to three masts. A
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Hulk, Carrack or Caravel.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 9 \\
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Broad Reaching & 10 \\
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Quarter Reaching & 8 \\
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Beating & 3 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Small Merchant}
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A small trading vessel with full lines, and usually just one mast. A
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Cog.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 8 \\
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Broad Reaching & 9 \\
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Quarter Reaching & 7 \\
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Beating & 3 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Sailed Warship}
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A Galleon or Man-'o-War, a massive ship with three or four masts, the
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fore- and mainmast are always square rigged. One or more gun decks or at
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least multiple catapults.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 10 \\
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Broad Reaching & 11 \\
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Quarter Reaching & 10 \\
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Beating & 4 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Cutter}
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A fore-n-aft rigged single masted boat.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 6 \\
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Broad Reaching & 8 \\
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Quarter Reaching & 7 \\
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Beating & 5 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Schooner}
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A fore-n-aft rigged boat with two or more masts. The foremast may have
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square sails.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 10 \\
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Broad Reaching & 12 \\
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Quarter Reaching & 11 \\
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Beating & 8 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\end{multicols}
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\subsection{Movement}
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Each ships speed in tabletop inches is derived by multiplying Wind Speed
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(WS) and Bearing Number (BN). The latter refers to each ships bearing
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relative to the direction of the wind:
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Bearings in the 8 point wind system:
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\begin{verbatim}
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Quarter Reaching
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Beating \ | / Broad Reaching
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Direction \ | /
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------------------> Luffing ------O----- Running
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of Wind / | \
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Beating / | \ Broad Reaching
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Quarter Reaching
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\end{verbatim}
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Bearings in the 6 point wind system:
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\begin{verbatim}
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Beating \ / Broad Reaching
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Direction \ /
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------------------> Luffing ------O----- Running
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of Wind / \
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Beating / \ Broad Reaching
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Ships Speed ["] = WS * BN
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\end{verbatim}
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When moving ships may normally change direction by one point per turn.
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Changing direction by two points per turn is dangerous and causes Strain
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(see below).
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\begin{multicols}{2}
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\subsubsection{Examples}
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At Wind Speed 2 a quarter reaching small galley would sail at speed 14''
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per round.
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At that same wind speed a viking long ship would be at an advantage and
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make 18'' per round.
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At Wind Speed 3 a proud Galleon would have a hard time beating with no
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more then 12'', while the fore-n-aft rigged Schooner would race to
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windward making 24''.
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\subsection{Playing the Game}
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\subsubsection{Game Turn when Racing and
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Chasing}
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\begin{enumerate}
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\item
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One player or the referee rolls a d6 to determine wind speed and
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possible change in wind direction (see Wind Roll below).
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\item
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Each side \emph{may} roll a luck die (see Luck Roll below)
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\item
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Each vessel that has marked Strain \emph{must} do a Strain Roll (see
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below).
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\item
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Both sides move their full move according to the movement rules,
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possibly changing direction by one point.
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\item
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Next turn starts at 1.
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\end{enumerate}
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\subsubsection{Game Turn in Naval Combat}
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\begin{enumerate}
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\item
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One player or the referee does the Wind Roll.
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\item
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Each side \emph{may} roll a Luck Roll.
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\item
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Each vessel that has marked Strain \emph{must} do a Strain Roll.
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\item
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If some kind of initiative system is being used, roll for initiative
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now!
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\item
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Both sides make their first half move, possibly changing direction by
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one point. In case of initiative being used, sides move in reverse
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order of initiative. The side with the highest initiative moves last.
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\item
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Both sides may launch missile attacks, magic spells in the order of
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initiative.
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\item
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Both sides move the second half of their move in reverse initiative
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order, possibly changing direction by 1 point. Any ship that does a
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second change of direction must mark 1 Strain!
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\item
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Roll for ramming, boarding and any kind of other actions allowed by
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the combat system being used.
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\item
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Next turn starts at 1.
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\end{enumerate}
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Optionally, at the end of each game turn ships may declare a maneuver:
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\begin{itemize}
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\item
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Reef: reduce speed by half. It takes another turn to unreef the sails.
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\item
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Furl: drop sails, the vessel is now adrift, down wind at Wind Speed.
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It takes two game turns to set sails again.
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\item
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Anchor: the ship drops it's anchor, and will stop drifting. Only ships
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with furled sails can anchor, lest they have to do an immediate Strain
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Roll. It takes two game turns to thus come to a full stop, and three
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game turns to light the anchor and set sail again.
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\end{itemize}
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\subsubsection{The Wind Roll}
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A single roll of the d6 decides, how the wind changes in direction and
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strength.
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Effect \\
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1 & Direction change clockwise \\
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2 & Wind Speed = 1 \\
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3 & Wind Speed = 2 \\
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4 & Wind Speed = 2 \\
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5 & Wind Speed = 3 \\
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6 & Direction change counter clockwise \\
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\end{tabularx}
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\subsubsection{The Luck Roll}
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A gust of wind might prove fortuitous to gain that extra speed needed,
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then again, bad things happen at see \ldots{}
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Effect \\
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1 & Sails luff: Wind Speed -1 \\
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2 & no change \\
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3 & no change \\
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4 & no change \\
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5 & a fortuitous gust: Wind Speed +1 \\
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6 & Wind Speed +2, mark 1 Strain \\
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\end{tabularx}
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Wind Changes due to Luck Rolls usually only apply to the ship the die
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was rolled for. However Luck Rolls may change things for everyone, if
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two or more sides roll the same result:
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\begin{itemize}
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\item
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Two or more rolls of a 1: ``Sails luff \ldots{}'' cause the wind to
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reduce by 1 for \emph{everyone}.
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\item
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Two or more rolls of a 6: ``Wind Speed +2 \ldots{}'' increases the
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overall windspeed by 1 for \emph{everyone} (thus, those who rolled a
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six still have the advantage of Wind Speed +1 compared to those who
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didn't roll a 6).
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\end{itemize}
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By way of a cumulation of luck rolls, wind speeds of 0 = Calm, or 4+ =
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Storm are possible. In case no other rules are provided for these
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situations use these:
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\textbf{Calm} no sailing is possible, ships drift. Oared movement, or
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some other kind of propulsion may be possible.
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\textbf{Gale} Wind Speed of four or more (4+) makes sailing difficult
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and dangerous. With sails furled or masts broken, ships drift downwind
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at Wind Speed. Ships with their sails still up may sail downwind at Wind
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Speed plus (!) Bearing Number for Running, but have to mark 1 Strain
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every round.
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\subsubsection{The Strain Roll}
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The forces of wind and waves are taxing on ships and crew. It's
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dangerous to overstrain. Any ships that have marked Strain, have to roll
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a d6 every turn and add their current Strain to the roll:
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\begin{tabularx}{\columnwidth}{cZ}
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d6 + Strain & Effect \\
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5- & no effect \ldots{} not yet! \\
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6 & spars and stays creak: mark 1 extra strain \\
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7 & ship makes water: reduce all speed by 3'' ongoing \\
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8 & stays snap, mark 1 extra strain \\
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9 & deck's awash, reduce active crew by 10\% \\
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10 & sails tear, reduce all speed by 3'' ongoing \\
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11 & a mast breaks, reduce all speed by 3'' or drift \\
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12+ & it's over, ship's sinking in 1d6 turns \\
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\end{tabularx}
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With an effective Strain Roll of 12 it depends on whether it's a one
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masted ship or not. Naturally one masted ships without a mast can only
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drift. A ship with more masts may still sail downwind at reduced speed.
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Whenever the resultant speed reaches 0 or less, the ship can only drift
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downwind at Wind Speed.
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\by{lkh}
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\end{multicols}
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\input{halloween}
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\input{sessionform}
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\section{Impressum}
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\textit{Grenzland} wird editiert und
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herausgegeben von Laurens Kils-Hütten,
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a.k.a. Wanderer Bill
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email: wandererbill@betola.de, web: https://betola.de/wandererbill
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Alle Inhalte stehen unter der Creative Commons Lizenz
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Namensnennung --- Weitergabe unter gleichen Bedingungen 4.0 International
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(CC BY-SA 4.0)
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http://creativecommons.org/licenses/by-sa/4.0/
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Außerdem ist \textit{Grenzland} ein Open Source Projekt. Du
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findest die Quelldateien unter https://github.com/lskh/Grenzland-Zine
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\includepdf{Backcover.pdf}
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\end{document}
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